﻿//-----------------------------------------------------------------------
// <copyright file="GDICanvasControl.cs" company="Nathan Miller">
// Copyright (c) Nathan Miller.
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
// 
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// </copyright>
//-----------------------------------------------------------------------
namespace TileTool.Base.Render.Control
{
    using System.Drawing;
    using System.Windows.Forms;
    using TileTool.Common.Math;
    using TileTool.Render;

    /// <summary>
    /// Canvas which draws itself using GDI.
    /// </summary>
    public partial class GDICanvasControl : UserControl
    {
        #region Fields - Private

        /// <summary>
        /// Render to provide to clients of this class.
        /// </summary>
        private GDICanvasRenderer renderer;

        #endregion

        #region Constructor

        /// <summary>
        /// Default constructor.
        /// </summary>
        public GDICanvasControl()
        {
            this.InitializeComponent();

            this.SetStyle(ControlStyles.DoubleBuffer | ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint, true);
            this.UpdateStyles();

            this.ResizeRedraw = true;
            this.DoubleBuffered = true;

            this.renderer = new GDICanvasRenderer(this);
        }

        #endregion

        #region Properties - Public

        /// <summary>
        /// Gets the renderer we should use to draw into this canvas.
        /// </summary>
        public GDICanvasRenderer Renderer
        {
            get
            {
                return this.renderer;
            }
        }

        #endregion
    }
}
